• Title/Summary/Keyword: DIBR

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Multi-view Image Generation from Stereoscopic Image Features and the Occlusion Region Extraction (가려짐 영역 검출 및 스테레오 영상 내의 특징들을 이용한 다시점 영상 생성)

  • Lee, Wang-Ro;Ko, Min-Soo;Um, Gi-Mun;Cheong, Won-Sik;Hur, Nam-Ho;Yoo, Ji-Sang
    • Journal of Broadcast Engineering
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    • v.17 no.5
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    • pp.838-850
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    • 2012
  • In this paper, we propose a novel algorithm that generates multi-view images by using various image features obtained from the given stereoscopic images. In the proposed algorithm, we first create an intensity gradient saliency map from the given stereo images. And then we calculate a block-based optical flow that represents the relative movement(disparity) of each block with certain size between left and right images. And we also obtain the disparities of feature points that are extracted by SIFT(scale-invariant We then create a disparity saliency map by combining these extracted disparity features. Disparity saliency map is refined through the occlusion detection and removal of false disparities. Thirdly, we extract straight line segments in order to minimize the distortion of straight lines during the image warping. Finally, we generate multi-view images by grid mesh-based image warping algorithm. Extracted image features are used as constraints during grid mesh-based image warping. The experimental results show that the proposed algorithm performs better than the conventional DIBR algorithm in terms of visual quality.

Adaptive Depth Fusion based on Reliability of Depth Cues for 2D-to-3D Video Conversion (2차원 동영상의 3차원 변환을 위한 깊이 단서의 신뢰성 기반 적응적 깊이 융합)

  • Han, Chan-Hee;Choi, Hae-Chul;Lee, Si-Woong
    • The Journal of the Korea Contents Association
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    • v.12 no.12
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    • pp.1-13
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    • 2012
  • 3D video is regarded as the next generation contents in numerous applications. The 2D-to-3D video conversion technologies are strongly required to resolve a lack of 3D videos during the period of transition to the full ripe 3D video era. In 2D-to-3D conversion methods, after the depth image of each scene in 2D video is estimated, stereoscopic video is synthesized using DIBR (Depth Image Based Rendering) technologies. This paper proposes a novel depth fusion algorithm that integrates multiple depth cues contained in 2D video to generate stereoscopic video. For the proper depth fusion, it is checked whether some cues are reliable or not in current scene. Based on the result of the reliability tests, current scene is classified into one of 4 scene types and scene-adaptive depth fusion is applied to combine those reliable depth cues to generate the final depth information. Simulation results show that each depth cue is reasonably utilized according to scene types and final depth is generated by cues which can effectively represent the current scene.

Analysis of Relationship between Objective Performance Measurement and 3D Visual Discomfort in Depth Map Upsampling (깊이맵 업샘플링 방법의 객관적 성능 측정과 3D 시각적 피로도의 관계 분석)

  • Gil, Jong In;Mahmoudpour, Saeed;Kim, Manbae
    • Journal of Broadcast Engineering
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    • v.19 no.1
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    • pp.31-43
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    • 2014
  • A depth map is an important component for stereoscopic image generation. Since the depth map acquired from a depth camera has a low resolution, upsamling a low-resolution depth map to a high-resolution one has been studied past decades. Upsampling methods are evaluated by objective evaluation tools such as PSNR, Sharpness Degree, Blur Metric. As well, the subjective quality is compared using virtual views generated by DIBR (depth image based rendering). However, works on the analysis of the relation between depth map upsampling and stereoscopic images are relatively few. In this paper, we investigate the relationship between subjective evaluation of stereoscopic images and objective performance of upsampling methods using cross correlation and linear regression. Experimental results demonstrate that the correlation of edge PSNR and visual fatigue is the highest and the blur metric has lowest correlation. Further, from the linear regression, we found relative weights of objective measurements. Further we introduce a formulae that can estimate 3D performance of conventional or new upsampling methods.

Group-based Adaptive Rendering for 6DoF Immersive Video Streaming (6DoF 몰입형 비디오 스트리밍을 위한 그룹 분할 기반 적응적 렌더링 기법)

  • Lee, Soonbin;Jeong, Jong-Beom;Ryu, Eun-Seok
    • Journal of Broadcast Engineering
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    • v.27 no.2
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    • pp.216-227
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    • 2022
  • The MPEG-I (Immersive) group is working on a standardization project for immersive video that provides 6 degrees of freedom (6DoF). The MPEG Immersion Video (MIV) standard technology is intended to provide limited 6DoF based on depth map-based image rendering (DIBR) technique. Many efficient coding methods have been suggested for MIV, but efficient transmission strategies have received little attention in MPEG-I. This paper proposes group-based adaptive rendering method for immersive video streaming. Each group can be transmitted independently using group-based encoding, enabling adaptive transmission depending on the user's viewport. In the rendering process, the proposed method derives weights of group for view synthesis and allocate high quality bitstream according to a given viewport. The proposed method is implemented through the Test Model for Immersive Video (TMIV) test model. The proposed method demonstrates 17.0% Bjontegaard-delta rate (BD-rate) savings on the peak signalto-noise ratio (PSNR) and 14.6% on the Immersive Video PSNR(IV-PSNR) in terms of various end-to-end evaluation metrics in the experiment.

Accelerating Depth Image-Based Rendering Using GPU (GPU를 이용한 깊이 영상기반 렌더링의 가속)

  • Lee, Man-Hee;Park, In-Kyu
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.11
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    • pp.853-858
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    • 2006
  • In this paper, we propose a practical method for hardware-accelerated rendering of the depth image-based representation(DIBR) of 3D graphic object using graphic processing unit(GPU). The proposed method overcomes the drawbacks of the conventional rendering, i.e. it is slow since it is hardly assisted by graphics hardware and surface lighting is static. Utilizing the new features of modem GPU and programmable shader support, we develop an efficient hardware-accelerating rendering algorithm of depth image-based 3D object. Surface rendering in response of varying illumination is performed inside the vertex shader while adaptive point splatting is performed inside the fragment shader. Experimental results show that the rendering speed increases considerably compared with the software-based rendering and the conventional OpenGL-based rendering method.

Intra Block Copy Analysis to Improve Coding Efficiency for Immersive Video (몰입형 비디오 압축을 위한 화면 내 블록 카피 성능 분석)

  • Lee, Soonbin;Jeong, Jong-Beom;Ryu, Il-Woong;Kim, Sungbin;Kim, Inae;Ryu, Eun-Seok
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.07a
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    • pp.1-5
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    • 2020
  • 최근 MPEG-I 그룹에서는 표준화가 진행중인 몰입형 미디어(Immersive Media)에 대한 압축 성능 탐색이 이루어지고 있다. 몰입형 비디오는 다수의 시점 영상과 깊이 맵을 통한 깊이 맵 기반 이미지 렌더링(DIBR)을 바탕으로 제한적 6DoF 을 제공하고자 하는 기술이다. 현재 MIV(Model for Immersive Video) 기술에서는 바탕 시점(Basic View)과 각 시점의 고유한 영상 정보를 패치 단위로 모아둔 추가 시점(Additional View)으로 처리하는 모델을 채택하고 있다. 그 중에서 추가 시점은 일반적인 영상과는 달리 시간적/공간적 상관성이 떨어지는 분절적인 형태로 이루어져 있어 비디오 인코더에 대해 최적화가 되어 있지 않으며, 처리 방법의 특성에 따라 자기 유사적인 형태를 지니게 된다. 따라서 MIV 에서 스크린 콘텐츠 코딩 성능과 함께 화면 내 블록 카피(IBC: intra block copy) 기술에 대한 성능을 분석 결과를 제시한다. IBC 미적용 대비 최대 7.56%의 Y-PSNR BD-rate 감소가 가능함을 확인하였으며, 영상의 특성에 따라 IBC 의 선택 비율을 확인하여 추가 시점의 효율적인 압축 형태를 고찰한다.

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Real-time Stereo Video Generation using Graphics Processing Unit (GPU를 이용한 실시간 양안식 영상 생성 방법)

  • Shin, In-Yong;Ho, Yo-Sung
    • Journal of Broadcast Engineering
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    • v.16 no.4
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    • pp.596-601
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    • 2011
  • In this paper, we propose a fast depth-image-based rendering method to generate a virtual view image in real-time using a graphic processor unit (GPU) for a 3D broadcasting system. Before the transmission, we encode the input 2D+depth video using the H.264 coding standard. At the receiver, we decode the received bitstream and generate a stereo video using a GPU which can compute in parallel. In this paper, we apply a simple and efficient hole filling method to reduce the decoder complexity and reduce hole filling errors. Besides, we design a vertical parallel structure for a forward mapping process to take advantage of the single instruction multiple thread structure of GPU. We also utilize high speed GPU memories to boost the computation speed. As a result, we can generate virtual view images 15 times faster than the case of CPU-based processing.

Depth map temporal consistency compensation using motion estimation (움직임 추정을 통한 깊이 지도의 시간적 일관성 보상 기법)

  • Hyun, Jeeho;Yoo, Jisang
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.2
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    • pp.438-446
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    • 2013
  • Generally, a camera isn't located at the center of display in a tele-presence system and it causes an incorrect eye contact between speakers which reduce the realistic feeling during the conversation. To solve this incorrect eye contact problem, we newly propose an intermediate view reconstruction algorithm using both a color camera and a depth camera and applying for the depth image based rendering (DIBR) algorithm. In the proposed algorithm, an efficient hole filling method using the arithmetic mean value of neighbor pixels and an efficient boundary noise removal method by expanding the edge region of depth image are included. We show that the generated eye-contacted image has good quality through experiments.

Hole-filling Algorithm Based on Extrapolating Spatial-Temporal Background Information for View Synthesis in Free Viewpoint Television (자유 시점 TV에서 시점 합성을 위한 시공간적 배경 정보 추정 기반 홀 채움 방식)

  • Kim, Beomsu;Nguyen, Tien-Dat;Hong, Min-cheol
    • Journal of IKEEE
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    • v.20 no.1
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    • pp.31-44
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    • 2016
  • This paper presents a hole-filling algorithm based on extrapolating spatial-temporal background information used in view synthesis for free-viewpoint television. A new background codebook is constructed and updated in order to extract reliable temporal background information. In addition, an estimation of spatial local background values is conducted to discriminate an adaptive boundary between the background region and the foreground region as well as to update the information about the hole region. The holes then are filled by combining the spatial background information and the temporal background information. In addition, an exemplar-based inpainting technique is used to fill the rest of holes, in which a priority function using background-depth information is defined to determine the order in which the holes are filled. The experimental results demonstrated that the proposed algorithm outperformed the other comparative methods about average 0.3-0.6 dB, and that it synthesized satisfactory views regardless of video characteristics and type of hole region.

Digital Watermarking on Image for View-point Change and Malicious Attacks (영상의 시점변화와 악의적 공격에 대한 디지털 워터마킹)

  • Kim, Bo-Ra;Seo, Young-Ho;Kim, Dong-Wook
    • Journal of Broadcast Engineering
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    • v.19 no.3
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    • pp.342-354
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    • 2014
  • This paper deals with digital watermarking methods to protect ownership of image with targeting the ultra-high multi-view or free-view image service in which an arbitrary viewpoint image should be rendered at the user side. The main purpose of it is not to propose a superior method to the previous methods but to show how difficult to construct a watermarking scheme to overcome the viewpoint translation attack. Therefore we target the images with various attacks including viewpoint translation. This paper first shows how high the error rate of the extracted watermark data from viewpoint-translated image by basic schemes of the method using 2DDCT(2D discrete cosine transform) and the one using 2DDWT(2D discrete wavelet transform), which are for 2D image. Because the difficulty in watermarking for the viewpoint-translated image comes from the fact that we don't know the translated viewpoint, we propose a scheme to find the translated viewpoint, which uses the image and the corresponding depth information at the original viewpoint. This method is used to construct the two non-blind watermarking methods to be proposed. They are used to show that recovery of the viewpoint affect a great deal of the error rate of the extracted watermark. Also by comparing the performances of the proposed methods and the previous ones, we show that the proposed ones are better in invisibility and robustness, even if they are non-blind.